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Dungeons & Dragons Fifth Edition Dungeon Master’s Guide Review

meopari by meopari
15/12/2022
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We review the Dungeon Master ‘s Guide from the 5th edition of Dungeons and Dragons. Rounding out the core reserve in this edition of DnD, the Dungeon Master ‘s Guide provides a wealth of information for both experience and modern DMs. Dungeon Master's Guide
Dungeon Master's Guide We are last here, the last book of the Dungeons and Dragons 5th edition “ core fixed ”. When they inaugural announced that the paradiddle out of the core books would be a months long serve, I was a fiddling uncertain of the strategy. I ’ m used to getting my hands on all three books at once and, as my wife will attest to, I hate change. But it seems to have worked out OK. The Player ’ s Handbook was outstanding and the Monster Manual was a sexual love letter to DMs. truth be told, we were able to play the game merely fine with the stagger roll out.

Reading: Dungeons & Dragons Fifth Edition Dungeon Master’s Guide Review

sol now it ’ randomness clock to dive into the final book in the put, the Dungeon Master ’ s Guide. even though I ’ ve melt countless campaigns as a keep overlord ( DM ), I rarely read the Dungeon Master ’ s Guide ( DMG ) cover to cover. It ’ s always been more of a tool for me to use piece-meal as needed. So what do I think of a record that ’ sulfur targeted entirely to a specific section of the RPG marketplace ? Let ’ s find out .
The fifth edition ’ second Dungeon Master ’ s Guide clocks in at over 300 pages and covers a broad variety of topics. If you are rigorously a player, then the book is obviously not for you. You may browse the section of magic items, but for the most part, you won ’ deoxythymidine monophosphate ever need to crack the cover. however, if you are a keep victor, particularly one that loves to tinker with your game and campaigns, then take note, this book is your bible. The DMG is broken out into 4 chief sections that each have their own stress. We ’ ll take a look at each of these in change by reversal and talk about the highlights .

Master of Worlds

Master of Worlds In font you can ’ deoxythymidine monophosphate estimate, this segment is all about populace build. This can be quite a daunting task as you need to think of a bunch of things when you are creating a earth for your players. For one campaign, a long time ago, I built a earth from abrasion for my players and let me tell you, it was quite the action. There are many things you need to think of : gods, maps, history, currency, countries, races, governments…and the list goes on .
This chapter gives the lector a solid basis to start with in creating their world. While not the most comprehensive scout to universe build ( very, this could be a book on its own ) it gives you a batch to think about and many suggestions. If you are looking to get your feet wet in building your own world, this will be a great tool to have .
After that, the section moves on into campaign creation, which will credibly be more relevant to many DMs. I suspect that most dungeon masters want to create ongoing campaigns for their players as that ’ randomness much more playfulness that constantly running “ one murder ”. This chapter talks about hooks, time, play styles, and ending your campaign. All good things to think about .
The concluding part of this section talks about the Multiverse. To be honest, I never dabbled much in the planes, having most of my campaigns rooted in good erstwhile terra firma. occasionally I ’ vitamin d send my players on an adventure to an forbidden plane, but that was quite rare. But if the planes are your thing, there are 26 pages here for you to read through. For the respite, you ’ ll credibly blow through this partially and motion to…
Dungeon Master Tips

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Master of Adventures

While the previous chapter helped you build your campaigns, this sections dials it down to more of a farinaceous approach and helps you create adventures and encounters ( and combine the two ) .
For adventures, if gives you a few different types to think about. possibly you want to have a game based around a specific event. possibly there is a mystery to be solved or some political intrigue. Are there complications ? possibly a plat wrench ? This chapter has ideas on all of that .
Magic Items Once you ’ ve got your overall gamble framed out, it ’ south time to start find build up. One of the capital things about this separate is that it helps DMs build out a balance meet. Experienced DMs will recognize the XP Threshold chart that has been around for many editions. last the chapter closes off with random encounters, a tool that ’ randomness in just about every DMs corner. It gives some commodity tidbits on why you should have them to help new DMs and besides gives a sample chart to roll on .
The section moves on to NPC creation. Outside of an arch-villain for my campaigns, I rarely build fully fleshed out NPCs. The ones that I don ’ t need stat blocks for, I merely function play ( normally with some kind of atrocious stress ). For ones that may end up in fight, I normally would just grab a pregen out of the monster manual. But if you need help in creating a amply fleshed out NPC, you are walked through the universe with a host of charts to randomly determine the NPC ’ s characteristics .
The chapter closes out with what most people were probably waiting for, charming items. With all my time as a DM, this was the section I most used out of a DMG. From random care for tables to artifacts, just about everything you ’ d ask is here. All items fall into the criterion 5th version principle set and keep with the streamlined feel you ’ five hundred expect from this edition. Nothing in truth felt out-of-place and many items function like their bequest buffet parts. The broach of shielding still makes you immune to magic missiles, pearls of baron gives you spell slots back, and a portable hole calm makes a hole ( merely don ’ t plaza it in your bag of holding ) .
Master of Adventures Maybe stat boosting items have capped values, which fits with 5th editions bounded accuracy rules. For exemplar, the Gauntlets of Ogre office makes your strength score 19, alternatively of giving you a set bonus like it had in bequest editions. flush magic trick swords cap out at a +3 bonus. It seems that the designers went through all the magic trick items with a fine tooth comb to keep them in line with 5th version ’ sulfur goals .
In addition to the more coarse magic items, there are besides herculean and fabled ones. A champion can obtain his Holy Avenger ( which besides caps out at +3 ) and there is the classical thunderous item the Deck of Many Things, besides known as the campaign wrecker .
The Master of Adventurers section closes off with rules for creating sentient magic trick items and artifacts, american samoa well as a few example of each. Artifacts rarely would make it into my campaign populace, but they are an crucial region of history and make for some big epic degree crusade hooks. If for some reason your players need to find an Orb of the Dragonkind, you ’ ve immediately got rules for it .

Master of Rules

Welcome to the hackers part of the DMG. This section starts off with a some tips that precisely about every DM should read, particularly modern ones. It provides a lot of information for running big D & D games and concisely addresses coarse issues such as table speak, “ metagaming ” and missing players. It besides has a number of pages talking about running smooth encounters, both role-playing and combat .
Where it actually gets into the fun stuff is when it goes into the different modifications you can make to your game. Want to use hexes alternatively of squares ? Rules for that. Want to add in flank and facing for your miniskirt ? sure, why not.

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Master of Rules I was actually pretty excited to see a whole section on running a Chase encounter. I remember these from my days of playing Spycraft and thought it was a great idea. I hope someday to have a DM run us through one and see how it compares .
This section is besides where the rules for poisons and diseases are. Most DMs will credibly pull these out of their bag of tricks at some target. I was a little bum to not see more examples of each. former iterations of the DMG had listed out many diseases and poisons you could throw at your players. now we merely get a copulate of diseases and a handful of poisons and are expected to make our own up past that .
Some of the version rules I found particularly interest were the alternate proficiency and the honor and sanity scores. With surrogate proficiency, players gain a die that increases in flat rather than a set bonus. Honor and Sanity are 2 extra ability scores that are added to your character. I could see both being used in particularly thematic campaigns .
For those that want a fiddling technical school in their earth, you ’ ll discovery rules for using guns and explosives. While the old classic, the arquebus, didn ’ t make the cut, there are stats for muskets, modern weapons, and even future and foreigner technical school. so for DMs that want to re-run the old and authoritative Barrier Peaks mod, you ’ ve got a solid foundation to build from .
The segment closes off with freak initiation. rarely have I created my own monster ( specially when there is a wealth of amazing ones in the Monster Manual ), but this department was quite exhaustive and should provide the model for anyone with the hope .

Appendices

The book closes out with three appendices. The first is a serial of tables to help you create random dungeons. This appendix is 12 pages in length and should guide you through the process. I can ’ t say this is a “ must have ” inclusion body for me, but if you were trying to quickly build an brush, I could see it being handy .
Monster by Challenge Rating The future appendix is a list of monsters by environment and monsters by challenge evaluation. If you remember our review of the Monster Manual, the missing “ monsters by challenge evaluation ” was the one glare flaw in an otherwise outstanding bible. It appears that Wizards of the Coast may have called an audible and added those charts in here once answer to the Monster Manual reached their ears. If that ’ s the character, I ’ thousand curious what was dropped for these pages. careless, this appendix is a welcome accession, even if it is in the wrong book .
The Dungeon Master ’ s Guide continues with about 6 pages of sample maps. These could be utilitarian in a apprehension, but I can ’ triiodothyronine see using any of them being used more than once or twice to be honest. personally, I would rather have had the pages used for something else .
ultimately, the book closes off with a number of books a dungeon overcome can read for inspiration. These were obviously recommended to the WotC team by playtesters. I recognized some names on there but others were new to me and I ’ ll have to check them out. It was a thoroughly theme and a nice room to close out a book that ’ second dedicated to making a player ’ second crippled run more smoothly .

Final Thoughts

The Dungeon Master ’ s Guide closes out the core books of the Dungeons and Dragons 5th Edition in a exchangeable fashion to the first base two books. The Player ’ randomness Handbook and the Monster Manual were nothing short of outstanding and, in truth, the Dungeon Master ’ s Guide follows cortege. I think this book, of all three, will have the most restrict appeal but that doesn ’ t make it any less utilitarian .
once again the artwork in the book is nothing short of stellar. Following the previous kernel books, WotC used a variety of artists, but they did a bang-up occupation of bringing the koran to life. While art international relations and security network ’ deoxythymidine monophosphate as important in this book as it was in the Monster Manual, it does do a courteous job of breaking up the blocks of text and many, many charts .
While the Dungeon Master ’ second Guide is not a book you ’ d normally ready cover to cover, it does do a great job of providing tools and information necessary to make you a better dungeon master. There are tips for a budding DMs and besides a wealth of information for the experienced world builder. amazingly, I found myself drawn into many more sections than I anticipated, something I can ’ t say is true for previous editions of the book. I think this might just be the best keep Master ’ s Guide thus far .
As we finish off with the congress of racial equality books of Dungeons and Dragons 5th edition, I remain aroused about this edition. Wizards of the Coast has created something here that ’ s both attractive to new players and besides as a solid system for those of us that grew up fight skeletons at our parents kitchen table .
If you are into fantasy RPGs, I can ’ metric ton think of very many reasons not to play this edition of Dungeons and Dragons. Wizards of the Coast has set the new standard for role-playing games and I ’ m excited to see what comes down the pipe in the future. Game on !
If you ’ d like to get a copy, the Dungeons and Dragons 5th Edition Dungeon Master ’ second Guide is available now for $ 30 .
Final Score: 4.5 Stars – Rounds out the “ core ” books of Dungeon and Dragons nicely and is a bang-up toolbox for every Dungeon Master out there.

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4.5 Stars Hits:
• A wealth of Information
• Organized nicely
• Applicable to newly DMs and experienced
• Magic items fit with 5th edition ’ second goals
Misses:
• Some sections will credibly rarely see use
• Limited entreaty for DMs that don ’ t like to “ tinker ”
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